canvas——橡皮筋式線條繪圖應用
什麼叫橡皮筋式
指畫圖時橡皮筋一樣伸縮自如。。
例子如下:point_down:
思路
思路很簡單,只有橡皮筋式繪製功能要注意,以下總結mousedown,mousemove,mouseup三個階段的思路
mousedown:記錄start位置,drag(記錄是否處於拖動狀態)設定為true,getImageData( 橡皮筋效果關鍵1
)
mousemove:獲取拖動時的位置pos,putImageData( 對應getImageData,橡皮筋效果關鍵2
),根據pos與start畫直線
mouseup:drag恢復為false
關鍵
就在於putImageData()與getImageData()這兩個canvas的方法,putImageData()記錄了滑鼠點下時的影象,getImageData()對應還原。如果沒有執行這兩個方法就會出現以下的效果
putImageData()相當於把“掃描”出來的線都擦掉
程式碼
<canvas id="canvas" width="600" height="400" style="border: 1px solid black;"> </canvas> <script type="text/javascript"> let canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d'), canvasLeft = canvas.getBoundingClientRect().left, //getBoundingClientRect()獲取元素位置 canvasTop = canvas.getBoundingClientRect().top; let imageData; //記錄影象資料 let start = new Map([['x',null],['y',null]]); let drag = false;//記錄是否處於拖動狀態 canvas.onmousedown = function (e) { let pos = positionInCanvas(e, canvasLeft, canvasTop); start.set('x', pos.x); start.set('y', pos.y); drag = true; //記錄imageData imageData = ctx.getImageData(0,0,canvas.width,canvas.height); } canvas.onmousemove = function (e) { if(drag === true){ let pos = positionInCanvas(e, canvasLeft, canvasTop); //相當於把掃描出來的線都擦掉,重新畫 ctx.putImageData(imageData, 0, 0); ctx.beginPath(); ctx.moveTo(start.get('x'), start.get('y')); ctx.lineTo(pos.x, pos.y); ctx.stroke(); } } canvas.onmouseup = function(e) { drag = false; } function positionInCanvas (e, canvasLeft, canvasTop) {//獲取canvas中滑鼠點選位置 return { x:e.clientX - canvasLeft, y:e.clientY - canvasTop } } </script>